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Diffstat (limited to 'intern/cycles/blender/blender_shader.cpp')
-rw-r--r--intern/cycles/blender/blender_shader.cpp424
1 files changed, 223 insertions, 201 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp
index 03ed88ea9ec..dda8a2aa4f3 100644
--- a/intern/cycles/blender/blender_shader.cpp
+++ b/intern/cycles/blender/blender_shader.cpp
@@ -42,11 +42,11 @@ typedef map<string, ConvertNode *> ProxyMap;
/* Find */
-void BlenderSync::find_shader(BL::ID &id, vector<Shader *> &used_shaders, Shader *default_shader)
+void BlenderSync::find_shader(BL::ID &id, array<Node *> &used_shaders, Shader *default_shader)
{
Shader *shader = (id) ? shader_map.find(id) : default_shader;
- used_shaders.push_back(shader);
+ used_shaders.push_back_slow(shader);
shader->tag_used(scene);
}
@@ -194,19 +194,19 @@ static void set_default_value(ShaderInput *input,
}
}
-static void get_tex_mapping(TextureMapping *mapping, BL::TexMapping &b_mapping)
+static void get_tex_mapping(TextureNode *mapping, BL::TexMapping &b_mapping)
{
if (!b_mapping)
return;
- mapping->translation = get_float3(b_mapping.translation());
- mapping->rotation = get_float3(b_mapping.rotation());
- mapping->scale = get_float3(b_mapping.scale());
- mapping->type = (TextureMapping::Type)b_mapping.vector_type();
+ mapping->set_tex_mapping_translation(get_float3(b_mapping.translation()));
+ mapping->set_tex_mapping_rotation(get_float3(b_mapping.rotation()));
+ mapping->set_tex_mapping_scale(get_float3(b_mapping.scale()));
+ mapping->set_tex_mapping_type((TextureMapping::Type)b_mapping.vector_type());
- mapping->x_mapping = (TextureMapping::Mapping)b_mapping.mapping_x();
- mapping->y_mapping = (TextureMapping::Mapping)b_mapping.mapping_y();
- mapping->z_mapping = (TextureMapping::Mapping)b_mapping.mapping_z();
+ mapping->set_tex_mapping_x_mapping((TextureMapping::Mapping)b_mapping.mapping_x());
+ mapping->set_tex_mapping_y_mapping((TextureMapping::Mapping)b_mapping.mapping_y());
+ mapping->set_tex_mapping_z_mapping((TextureMapping::Mapping)b_mapping.mapping_z());
}
static ShaderNode *add_node(Scene *scene,
@@ -225,34 +225,48 @@ static ShaderNode *add_node(Scene *scene,
BL::ShaderNodeRGBCurve b_curve_node(b_node);
BL::CurveMapping mapping(b_curve_node.mapping());
RGBCurvesNode *curves = graph->create_node<RGBCurvesNode>();
- curvemapping_color_to_array(mapping, curves->curves, RAMP_TABLE_SIZE, true);
- curvemapping_minmax(mapping, true, &curves->min_x, &curves->max_x);
+ array<float3> curve_mapping_curves;
+ float min_x, max_x;
+ curvemapping_color_to_array(mapping, curve_mapping_curves, RAMP_TABLE_SIZE, true);
+ curvemapping_minmax(mapping, true, &min_x, &max_x);
+ curves->set_min_x(min_x);
+ curves->set_max_x(max_x);
+ curves->set_curves(curve_mapping_curves);
node = curves;
}
if (b_node.is_a(&RNA_ShaderNodeVectorCurve)) {
BL::ShaderNodeVectorCurve b_curve_node(b_node);
BL::CurveMapping mapping(b_curve_node.mapping());
VectorCurvesNode *curves = graph->create_node<VectorCurvesNode>();
- curvemapping_color_to_array(mapping, curves->curves, RAMP_TABLE_SIZE, false);
- curvemapping_minmax(mapping, false, &curves->min_x, &curves->max_x);
+ array<float3> curve_mapping_curves;
+ float min_x, max_x;
+ curvemapping_color_to_array(mapping, curve_mapping_curves, RAMP_TABLE_SIZE, false);
+ curvemapping_minmax(mapping, false, &min_x, &max_x);
+ curves->set_min_x(min_x);
+ curves->set_max_x(max_x);
+ curves->set_curves(curve_mapping_curves);
node = curves;
}
else if (b_node.is_a(&RNA_ShaderNodeValToRGB)) {
RGBRampNode *ramp = graph->create_node<RGBRampNode>();
BL::ShaderNodeValToRGB b_ramp_node(b_node);
BL::ColorRamp b_color_ramp(b_ramp_node.color_ramp());
- colorramp_to_array(b_color_ramp, ramp->ramp, ramp->ramp_alpha, RAMP_TABLE_SIZE);
- ramp->interpolate = b_color_ramp.interpolation() != BL::ColorRamp::interpolation_CONSTANT;
+ array<float3> ramp_values;
+ array<float> ramp_alpha;
+ colorramp_to_array(b_color_ramp, ramp_values, ramp_alpha, RAMP_TABLE_SIZE);
+ ramp->set_ramp(ramp_values);
+ ramp->set_ramp_alpha(ramp_alpha);
+ ramp->set_interpolate(b_color_ramp.interpolation() != BL::ColorRamp::interpolation_CONSTANT);
node = ramp;
}
else if (b_node.is_a(&RNA_ShaderNodeRGB)) {
ColorNode *color = graph->create_node<ColorNode>();
- color->value = get_node_output_rgba(b_node, "Color");
+ color->set_value(get_node_output_rgba(b_node, "Color"));
node = color;
}
else if (b_node.is_a(&RNA_ShaderNodeValue)) {
ValueNode *value = graph->create_node<ValueNode>();
- value->value = get_node_output_value(b_node, "Value");
+ value->set_value(get_node_output_value(b_node, "Value"));
node = value;
}
else if (b_node.is_a(&RNA_ShaderNodeCameraData)) {
@@ -270,8 +284,8 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeMixRGB)) {
BL::ShaderNodeMixRGB b_mix_node(b_node);
MixNode *mix = graph->create_node<MixNode>();
- mix->type = (NodeMix)b_mix_node.blend_type();
- mix->use_clamp = b_mix_node.use_clamp();
+ mix->set_mix_type((NodeMix)b_mix_node.blend_type());
+ mix->set_use_clamp(b_mix_node.use_clamp());
node = mix;
}
else if (b_node.is_a(&RNA_ShaderNodeSeparateRGB)) {
@@ -301,43 +315,45 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeMapRange)) {
BL::ShaderNodeMapRange b_map_range_node(b_node);
MapRangeNode *map_range_node = graph->create_node<MapRangeNode>();
- map_range_node->clamp = b_map_range_node.clamp();
- map_range_node->type = (NodeMapRangeType)b_map_range_node.interpolation_type();
+ map_range_node->set_clamp(b_map_range_node.clamp());
+ map_range_node->set_range_type((NodeMapRangeType)b_map_range_node.interpolation_type());
node = map_range_node;
}
else if (b_node.is_a(&RNA_ShaderNodeClamp)) {
BL::ShaderNodeClamp b_clamp_node(b_node);
ClampNode *clamp_node = graph->create_node<ClampNode>();
- clamp_node->type = (NodeClampType)b_clamp_node.clamp_type();
+ clamp_node->set_clamp_type((NodeClampType)b_clamp_node.clamp_type());
node = clamp_node;
}
else if (b_node.is_a(&RNA_ShaderNodeMath)) {
BL::ShaderNodeMath b_math_node(b_node);
MathNode *math_node = graph->create_node<MathNode>();
- math_node->type = (NodeMathType)b_math_node.operation();
- math_node->use_clamp = b_math_node.use_clamp();
+ math_node->set_math_type((NodeMathType)b_math_node.operation());
+ math_node->set_use_clamp(b_math_node.use_clamp());
node = math_node;
}
else if (b_node.is_a(&RNA_ShaderNodeVectorMath)) {
BL::ShaderNodeVectorMath b_vector_math_node(b_node);
VectorMathNode *vector_math_node = graph->create_node<VectorMathNode>();
- vector_math_node->type = (NodeVectorMathType)b_vector_math_node.operation();
+ vector_math_node->set_math_type((NodeVectorMathType)b_vector_math_node.operation());
node = vector_math_node;
}
else if (b_node.is_a(&RNA_ShaderNodeVectorRotate)) {
BL::ShaderNodeVectorRotate b_vector_rotate_node(b_node);
VectorRotateNode *vector_rotate_node = graph->create_node<VectorRotateNode>();
- vector_rotate_node->type = (NodeVectorRotateType)b_vector_rotate_node.rotation_type();
- vector_rotate_node->invert = b_vector_rotate_node.invert();
+ vector_rotate_node->set_rotate_type(
+ (NodeVectorRotateType)b_vector_rotate_node.rotation_type());
+ vector_rotate_node->set_invert(b_vector_rotate_node.invert());
node = vector_rotate_node;
}
else if (b_node.is_a(&RNA_ShaderNodeVectorTransform)) {
BL::ShaderNodeVectorTransform b_vector_transform_node(b_node);
VectorTransformNode *vtransform = graph->create_node<VectorTransformNode>();
- vtransform->type = (NodeVectorTransformType)b_vector_transform_node.vector_type();
- vtransform->convert_from = (NodeVectorTransformConvertSpace)
- b_vector_transform_node.convert_from();
- vtransform->convert_to = (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_to();
+ vtransform->set_transform_type((NodeVectorTransformType)b_vector_transform_node.vector_type());
+ vtransform->set_convert_from(
+ (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_from());
+ vtransform->set_convert_to(
+ (NodeVectorTransformConvertSpace)b_vector_transform_node.convert_to());
node = vtransform;
}
else if (b_node.is_a(&RNA_ShaderNodeNormal)) {
@@ -345,13 +361,13 @@ static ShaderNode *add_node(Scene *scene,
b_node.outputs.begin(out_it);
NormalNode *norm = graph->create_node<NormalNode>();
- norm->direction = get_node_output_vector(b_node, "Normal");
+ norm->set_direction(get_node_output_vector(b_node, "Normal"));
node = norm;
}
else if (b_node.is_a(&RNA_ShaderNodeMapping)) {
BL::ShaderNodeMapping b_mapping_node(b_node);
MappingNode *mapping = graph->create_node<MappingNode>();
- mapping->type = (NodeMappingType)b_mapping_node.vector_type();
+ mapping->set_mapping_type((NodeMappingType)b_mapping_node.vector_type());
node = mapping;
}
else if (b_node.is_a(&RNA_ShaderNodeFresnel)) {
@@ -369,7 +385,7 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeAttribute)) {
BL::ShaderNodeAttribute b_attr_node(b_node);
AttributeNode *attr = graph->create_node<AttributeNode>();
- attr->attribute = b_attr_node.attribute_name();
+ attr->set_attribute(ustring(b_attr_node.attribute_name()));
node = attr;
}
else if (b_node.is_a(&RNA_ShaderNodeBackground)) {
@@ -384,16 +400,16 @@ static ShaderNode *add_node(Scene *scene,
switch (b_aniso_node.distribution()) {
case BL::ShaderNodeBsdfAnisotropic::distribution_BECKMANN:
- aniso->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ID;
+ aniso->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_GGX:
- aniso->distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
+ aniso->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_ID);
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_MULTI_GGX:
- aniso->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID;
+ aniso->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID);
break;
case BL::ShaderNodeBsdfAnisotropic::distribution_ASHIKHMIN_SHIRLEY:
- aniso->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID;
+ aniso->set_distribution(CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
break;
}
@@ -409,16 +425,16 @@ static ShaderNode *add_node(Scene *scene,
switch (b_subsurface_node.falloff()) {
case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC:
- subsurface->falloff = CLOSURE_BSSRDF_CUBIC_ID;
+ subsurface->set_falloff(CLOSURE_BSSRDF_CUBIC_ID);
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_GAUSSIAN:
- subsurface->falloff = CLOSURE_BSSRDF_GAUSSIAN_ID;
+ subsurface->set_falloff(CLOSURE_BSSRDF_GAUSSIAN_ID);
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_BURLEY:
- subsurface->falloff = CLOSURE_BSSRDF_BURLEY_ID;
+ subsurface->set_falloff(CLOSURE_BSSRDF_BURLEY_ID);
break;
case BL::ShaderNodeSubsurfaceScattering::falloff_RANDOM_WALK:
- subsurface->falloff = CLOSURE_BSSRDF_RANDOM_WALK_ID;
+ subsurface->set_falloff(CLOSURE_BSSRDF_RANDOM_WALK_ID);
break;
}
@@ -430,19 +446,19 @@ static ShaderNode *add_node(Scene *scene,
switch (b_glossy_node.distribution()) {
case BL::ShaderNodeBsdfGlossy::distribution_SHARP:
- glossy->distribution = CLOSURE_BSDF_REFLECTION_ID;
+ glossy->set_distribution(CLOSURE_BSDF_REFLECTION_ID);
break;
case BL::ShaderNodeBsdfGlossy::distribution_BECKMANN:
- glossy->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_ID;
+ glossy->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_ID);
break;
case BL::ShaderNodeBsdfGlossy::distribution_GGX:
- glossy->distribution = CLOSURE_BSDF_MICROFACET_GGX_ID;
+ glossy->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_ID);
break;
case BL::ShaderNodeBsdfGlossy::distribution_ASHIKHMIN_SHIRLEY:
- glossy->distribution = CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID;
+ glossy->set_distribution(CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID);
break;
case BL::ShaderNodeBsdfGlossy::distribution_MULTI_GGX:
- glossy->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID;
+ glossy->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_ID);
break;
}
node = glossy;
@@ -452,16 +468,16 @@ static ShaderNode *add_node(Scene *scene,
GlassBsdfNode *glass = graph->create_node<GlassBsdfNode>();
switch (b_glass_node.distribution()) {
case BL::ShaderNodeBsdfGlass::distribution_SHARP:
- glass->distribution = CLOSURE_BSDF_SHARP_GLASS_ID;
+ glass->set_distribution(CLOSURE_BSDF_SHARP_GLASS_ID);
break;
case BL::ShaderNodeBsdfGlass::distribution_BECKMANN:
- glass->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID;
+ glass->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID);
break;
case BL::ShaderNodeBsdfGlass::distribution_GGX:
- glass->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
+ glass->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
break;
case BL::ShaderNodeBsdfGlass::distribution_MULTI_GGX:
- glass->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
+ glass->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
break;
}
node = glass;
@@ -471,13 +487,13 @@ static ShaderNode *add_node(Scene *scene,
RefractionBsdfNode *refraction = graph->create_node<RefractionBsdfNode>();
switch (b_refraction_node.distribution()) {
case BL::ShaderNodeBsdfRefraction::distribution_SHARP:
- refraction->distribution = CLOSURE_BSDF_REFRACTION_ID;
+ refraction->set_distribution(CLOSURE_BSDF_REFRACTION_ID);
break;
case BL::ShaderNodeBsdfRefraction::distribution_BECKMANN:
- refraction->distribution = CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID;
+ refraction->set_distribution(CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID);
break;
case BL::ShaderNodeBsdfRefraction::distribution_GGX:
- refraction->distribution = CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID;
+ refraction->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID);
break;
}
node = refraction;
@@ -487,10 +503,10 @@ static ShaderNode *add_node(Scene *scene,
ToonBsdfNode *toon = graph->create_node<ToonBsdfNode>();
switch (b_toon_node.component()) {
case BL::ShaderNodeBsdfToon::component_DIFFUSE:
- toon->component = CLOSURE_BSDF_DIFFUSE_TOON_ID;
+ toon->set_component(CLOSURE_BSDF_DIFFUSE_TOON_ID);
break;
case BL::ShaderNodeBsdfToon::component_GLOSSY:
- toon->component = CLOSURE_BSDF_GLOSSY_TOON_ID;
+ toon->set_component(CLOSURE_BSDF_GLOSSY_TOON_ID);
break;
}
node = toon;
@@ -500,10 +516,10 @@ static ShaderNode *add_node(Scene *scene,
HairBsdfNode *hair = graph->create_node<HairBsdfNode>();
switch (b_hair_node.component()) {
case BL::ShaderNodeBsdfHair::component_Reflection:
- hair->component = CLOSURE_BSDF_HAIR_REFLECTION_ID;
+ hair->set_component(CLOSURE_BSDF_HAIR_REFLECTION_ID);
break;
case BL::ShaderNodeBsdfHair::component_Transmission:
- hair->component = CLOSURE_BSDF_HAIR_TRANSMISSION_ID;
+ hair->set_component(CLOSURE_BSDF_HAIR_TRANSMISSION_ID);
break;
}
node = hair;
@@ -511,11 +527,11 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeBsdfHairPrincipled)) {
BL::ShaderNodeBsdfHairPrincipled b_principled_hair_node(b_node);
PrincipledHairBsdfNode *principled_hair = graph->create_node<PrincipledHairBsdfNode>();
- principled_hair->parametrization = (NodePrincipledHairParametrization)get_enum(
- b_principled_hair_node.ptr,
- "parametrization",
- NODE_PRINCIPLED_HAIR_NUM,
- NODE_PRINCIPLED_HAIR_REFLECTANCE);
+ principled_hair->set_parametrization(
+ (NodePrincipledHairParametrization)get_enum(b_principled_hair_node.ptr,
+ "parametrization",
+ NODE_PRINCIPLED_HAIR_NUM,
+ NODE_PRINCIPLED_HAIR_REFLECTANCE));
node = principled_hair;
}
else if (b_node.is_a(&RNA_ShaderNodeBsdfPrincipled)) {
@@ -523,18 +539,18 @@ static ShaderNode *add_node(Scene *scene,
PrincipledBsdfNode *principled = graph->create_node<PrincipledBsdfNode>();
switch (b_principled_node.distribution()) {
case BL::ShaderNodeBsdfPrincipled::distribution_GGX:
- principled->distribution = CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID;
+ principled->set_distribution(CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID);
break;
case BL::ShaderNodeBsdfPrincipled::distribution_MULTI_GGX:
- principled->distribution = CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID;
+ principled->set_distribution(CLOSURE_BSDF_MICROFACET_MULTI_GGX_GLASS_ID);
break;
}
switch (b_principled_node.subsurface_method()) {
case BL::ShaderNodeBsdfPrincipled::subsurface_method_BURLEY:
- principled->subsurface_method = CLOSURE_BSSRDF_PRINCIPLED_ID;
+ principled->set_subsurface_method(CLOSURE_BSSRDF_PRINCIPLED_ID);
break;
case BL::ShaderNodeBsdfPrincipled::subsurface_method_RANDOM_WALK:
- principled->subsurface_method = CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID;
+ principled->set_subsurface_method(CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID);
break;
}
node = principled;
@@ -554,9 +570,9 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeAmbientOcclusion)) {
BL::ShaderNodeAmbientOcclusion b_ao_node(b_node);
AmbientOcclusionNode *ao = graph->create_node<AmbientOcclusionNode>();
- ao->samples = b_ao_node.samples();
- ao->inside = b_ao_node.inside();
- ao->only_local = b_ao_node.only_local();
+ ao->set_samples(b_ao_node.samples());
+ ao->set_inside(b_ao_node.inside());
+ ao->set_only_local(b_ao_node.only_local());
node = ao;
}
else if (b_node.is_a(&RNA_ShaderNodeVolumeScatter)) {
@@ -575,7 +591,7 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeWireframe)) {
BL::ShaderNodeWireframe b_wireframe_node(b_node);
WireframeNode *wire = graph->create_node<WireframeNode>();
- wire->use_pixel_size = b_wireframe_node.use_pixel_size();
+ wire->set_use_pixel_size(b_wireframe_node.use_pixel_size());
node = wire;
}
else if (b_node.is_a(&RNA_ShaderNodeWavelength)) {
@@ -605,13 +621,13 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeVertexColor)) {
BL::ShaderNodeVertexColor b_vertex_color_node(b_node);
VertexColorNode *vertex_color_node = graph->create_node<VertexColorNode>();
- vertex_color_node->layer_name = b_vertex_color_node.layer_name();
+ vertex_color_node->set_layer_name(ustring(b_vertex_color_node.layer_name()));
node = vertex_color_node;
}
else if (b_node.is_a(&RNA_ShaderNodeBump)) {
BL::ShaderNodeBump b_bump_node(b_node);
BumpNode *bump = graph->create_node<BumpNode>();
- bump->invert = b_bump_node.invert();
+ bump->set_invert(b_bump_node.invert());
node = bump;
}
else if (b_node.is_a(&RNA_ShaderNodeScript)) {
@@ -644,25 +660,26 @@ static ShaderNode *add_node(Scene *scene,
BL::ImageUser b_image_user(b_image_node.image_user());
ImageTextureNode *image = graph->create_node<ImageTextureNode>();
- image->interpolation = get_image_interpolation(b_image_node);
- image->extension = get_image_extension(b_image_node);
- image->projection = (NodeImageProjection)b_image_node.projection();
- image->projection_blend = b_image_node.projection_blend();
+ image->set_interpolation(get_image_interpolation(b_image_node));
+ image->set_extension(get_image_extension(b_image_node));
+ image->set_projection((NodeImageProjection)b_image_node.projection());
+ image->set_projection_blend(b_image_node.projection_blend());
BL::TexMapping b_texture_mapping(b_image_node.texture_mapping());
- get_tex_mapping(&image->tex_mapping, b_texture_mapping);
+ get_tex_mapping(image, b_texture_mapping);
if (b_image) {
PointerRNA colorspace_ptr = b_image.colorspace_settings().ptr;
- image->colorspace = get_enum_identifier(colorspace_ptr, "name");
+ image->set_colorspace(ustring(get_enum_identifier(colorspace_ptr, "name")));
- image->animated = b_image_node.image_user().use_auto_refresh();
- image->alpha_type = get_image_alpha_type(b_image);
+ image->set_animated(b_image_node.image_user().use_auto_refresh());
+ image->set_alpha_type(get_image_alpha_type(b_image));
- image->tiles.clear();
+ array<int> tiles;
BL::Image::tiles_iterator b_iter;
for (b_image.tiles.begin(b_iter); b_iter != b_image.tiles.end(); ++b_iter) {
- image->tiles.push_back(b_iter->number());
+ tiles.push_back_slow(b_iter->number());
}
+ image->set_tiles(tiles);
/* builtin images will use callback-based reading because
* they could only be loaded correct from blender side
@@ -684,8 +701,9 @@ static ShaderNode *add_node(Scene *scene,
new BlenderImageLoader(b_image, image_frame), image->image_params());
}
else {
- image->filename = image_user_file_path(
- b_image_user, b_image, b_scene.frame_current(), true);
+ ustring filename = ustring(
+ image_user_file_path(b_image_user, b_image, b_scene.frame_current(), true));
+ image->set_filename(filename);
}
}
node = image;
@@ -696,17 +714,17 @@ static ShaderNode *add_node(Scene *scene,
BL::ImageUser b_image_user(b_env_node.image_user());
EnvironmentTextureNode *env = graph->create_node<EnvironmentTextureNode>();
- env->interpolation = get_image_interpolation(b_env_node);
- env->projection = (NodeEnvironmentProjection)b_env_node.projection();
+ env->set_interpolation(get_image_interpolation(b_env_node));
+ env->set_projection((NodeEnvironmentProjection)b_env_node.projection());
BL::TexMapping b_texture_mapping(b_env_node.texture_mapping());
- get_tex_mapping(&env->tex_mapping, b_texture_mapping);
+ get_tex_mapping(env, b_texture_mapping);
if (b_image) {
PointerRNA colorspace_ptr = b_image.colorspace_settings().ptr;
- env->colorspace = get_enum_identifier(colorspace_ptr, "name");
+ env->set_colorspace(ustring(get_enum_identifier(colorspace_ptr, "name")));
- env->animated = b_env_node.image_user().use_auto_refresh();
- env->alpha_type = get_image_alpha_type(b_image);
+ env->set_animated(b_env_node.image_user().use_auto_refresh());
+ env->set_alpha_type(get_image_alpha_type(b_image));
bool is_builtin = b_image.packed_file() || b_image.source() == BL::Image::source_GENERATED ||
b_image.source() == BL::Image::source_MOVIE ||
@@ -719,8 +737,8 @@ static ShaderNode *add_node(Scene *scene,
env->image_params());
}
else {
- env->filename = image_user_file_path(
- b_image_user, b_image, b_scene.frame_current(), false);
+ env->set_filename(
+ ustring(image_user_file_path(b_image_user, b_image, b_scene.frame_current(), false)));
}
}
node = env;
@@ -728,103 +746,103 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeTexGradient)) {
BL::ShaderNodeTexGradient b_gradient_node(b_node);
GradientTextureNode *gradient = graph->create_node<GradientTextureNode>();
- gradient->type = (NodeGradientType)b_gradient_node.gradient_type();
+ gradient->set_gradient_type((NodeGradientType)b_gradient_node.gradient_type());
BL::TexMapping b_texture_mapping(b_gradient_node.texture_mapping());
- get_tex_mapping(&gradient->tex_mapping, b_texture_mapping);
+ get_tex_mapping(gradient, b_texture_mapping);
node = gradient;
}
else if (b_node.is_a(&RNA_ShaderNodeTexVoronoi)) {
BL::ShaderNodeTexVoronoi b_voronoi_node(b_node);
VoronoiTextureNode *voronoi = graph->create_node<VoronoiTextureNode>();
- voronoi->dimensions = b_voronoi_node.voronoi_dimensions();
- voronoi->feature = (NodeVoronoiFeature)b_voronoi_node.feature();
- voronoi->metric = (NodeVoronoiDistanceMetric)b_voronoi_node.distance();
+ voronoi->set_dimensions(b_voronoi_node.voronoi_dimensions());
+ voronoi->set_feature((NodeVoronoiFeature)b_voronoi_node.feature());
+ voronoi->set_metric((NodeVoronoiDistanceMetric)b_voronoi_node.distance());
BL::TexMapping b_texture_mapping(b_voronoi_node.texture_mapping());
- get_tex_mapping(&voronoi->tex_mapping, b_texture_mapping);
+ get_tex_mapping(voronoi, b_texture_mapping);
node = voronoi;
}
else if (b_node.is_a(&RNA_ShaderNodeTexMagic)) {
BL::ShaderNodeTexMagic b_magic_node(b_node);
MagicTextureNode *magic = graph->create_node<MagicTextureNode>();
- magic->depth = b_magic_node.turbulence_depth();
+ magic->set_depth(b_magic_node.turbulence_depth());
BL::TexMapping b_texture_mapping(b_magic_node.texture_mapping());
- get_tex_mapping(&magic->tex_mapping, b_texture_mapping);
+ get_tex_mapping(magic, b_texture_mapping);
node = magic;
}
else if (b_node.is_a(&RNA_ShaderNodeTexWave)) {
BL::ShaderNodeTexWave b_wave_node(b_node);
WaveTextureNode *wave = graph->create_node<WaveTextureNode>();
- wave->type = (NodeWaveType)b_wave_node.wave_type();
- wave->bands_direction = (NodeWaveBandsDirection)b_wave_node.bands_direction();
- wave->rings_direction = (NodeWaveRingsDirection)b_wave_node.rings_direction();
- wave->profile = (NodeWaveProfile)b_wave_node.wave_profile();
+ wave->set_wave_type((NodeWaveType)b_wave_node.wave_type());
+ wave->set_bands_direction((NodeWaveBandsDirection)b_wave_node.bands_direction());
+ wave->set_rings_direction((NodeWaveRingsDirection)b_wave_node.rings_direction());
+ wave->set_profile((NodeWaveProfile)b_wave_node.wave_profile());
BL::TexMapping b_texture_mapping(b_wave_node.texture_mapping());
- get_tex_mapping(&wave->tex_mapping, b_texture_mapping);
+ get_tex_mapping(wave, b_texture_mapping);
node = wave;
}
else if (b_node.is_a(&RNA_ShaderNodeTexChecker)) {
BL::ShaderNodeTexChecker b_checker_node(b_node);
CheckerTextureNode *checker = graph->create_node<CheckerTextureNode>();
BL::TexMapping b_texture_mapping(b_checker_node.texture_mapping());
- get_tex_mapping(&checker->tex_mapping, b_texture_mapping);
+ get_tex_mapping(checker, b_texture_mapping);
node = checker;
}
else if (b_node.is_a(&RNA_ShaderNodeTexBrick)) {
BL::ShaderNodeTexBrick b_brick_node(b_node);
BrickTextureNode *brick = graph->create_node<BrickTextureNode>();
- brick->offset = b_brick_node.offset();
- brick->offset_frequency = b_brick_node.offset_frequency();
- brick->squash = b_brick_node.squash();
- brick->squash_frequency = b_brick_node.squash_frequency();
+ brick->set_offset(b_brick_node.offset());
+ brick->set_offset_frequency(b_brick_node.offset_frequency());
+ brick->set_squash(b_brick_node.squash());
+ brick->set_squash_frequency(b_brick_node.squash_frequency());
BL::TexMapping b_texture_mapping(b_brick_node.texture_mapping());
- get_tex_mapping(&brick->tex_mapping, b_texture_mapping);
+ get_tex_mapping(brick, b_texture_mapping);
node = brick;
}
else if (b_node.is_a(&RNA_ShaderNodeTexNoise)) {
BL::ShaderNodeTexNoise b_noise_node(b_node);
NoiseTextureNode *noise = graph->create_node<NoiseTextureNode>();
- noise->dimensions = b_noise_node.noise_dimensions();
+ noise->set_dimensions(b_noise_node.noise_dimensions());
BL::TexMapping b_texture_mapping(b_noise_node.texture_mapping());
- get_tex_mapping(&noise->tex_mapping, b_texture_mapping);
+ get_tex_mapping(noise, b_texture_mapping);
node = noise;
}
else if (b_node.is_a(&RNA_ShaderNodeTexMusgrave)) {
BL::ShaderNodeTexMusgrave b_musgrave_node(b_node);
MusgraveTextureNode *musgrave_node = graph->create_node<MusgraveTextureNode>();
- musgrave_node->type = (NodeMusgraveType)b_musgrave_node.musgrave_type();
- musgrave_node->dimensions = b_musgrave_node.musgrave_dimensions();
+ musgrave_node->set_musgrave_type((NodeMusgraveType)b_musgrave_node.musgrave_type());
+ musgrave_node->set_dimensions(b_musgrave_node.musgrave_dimensions());
BL::TexMapping b_texture_mapping(b_musgrave_node.texture_mapping());
- get_tex_mapping(&musgrave_node->tex_mapping, b_texture_mapping);
+ get_tex_mapping(musgrave_node, b_texture_mapping);
node = musgrave_node;
}
else if (b_node.is_a(&RNA_ShaderNodeTexCoord)) {
BL::ShaderNodeTexCoord b_tex_coord_node(b_node);
TextureCoordinateNode *tex_coord = graph->create_node<TextureCoordinateNode>();
- tex_coord->from_dupli = b_tex_coord_node.from_instancer();
+ tex_coord->set_from_dupli(b_tex_coord_node.from_instancer());
if (b_tex_coord_node.object()) {
- tex_coord->use_transform = true;
- tex_coord->ob_tfm = get_transform(b_tex_coord_node.object().matrix_world());
+ tex_coord->set_use_transform(true);
+ tex_coord->set_ob_tfm(get_transform(b_tex_coord_node.object().matrix_world()));
}
node = tex_coord;
}
else if (b_node.is_a(&RNA_ShaderNodeTexSky)) {
BL::ShaderNodeTexSky b_sky_node(b_node);
SkyTextureNode *sky = graph->create_node<SkyTextureNode>();
- sky->type = (NodeSkyType)b_sky_node.sky_type();
- sky->sun_direction = normalize(get_float3(b_sky_node.sun_direction()));
- sky->turbidity = b_sky_node.turbidity();
- sky->ground_albedo = b_sky_node.ground_albedo();
- sky->sun_disc = b_sky_node.sun_disc();
- sky->sun_size = b_sky_node.sun_size();
- sky->sun_intensity = b_sky_node.sun_intensity();
- sky->sun_elevation = b_sky_node.sun_elevation();
- sky->sun_rotation = b_sky_node.sun_rotation();
- sky->altitude = 1000.0f * b_sky_node.altitude();
- sky->air_density = b_sky_node.air_density();
- sky->dust_density = b_sky_node.dust_density();
- sky->ozone_density = b_sky_node.ozone_density();
+ sky->set_sky_type((NodeSkyType)b_sky_node.sky_type());
+ sky->set_sun_direction(normalize(get_float3(b_sky_node.sun_direction())));
+ sky->set_turbidity(b_sky_node.turbidity());
+ sky->set_ground_albedo(b_sky_node.ground_albedo());
+ sky->set_sun_disc(b_sky_node.sun_disc());
+ sky->set_sun_size(b_sky_node.sun_size());
+ sky->set_sun_intensity(b_sky_node.sun_intensity());
+ sky->set_sun_elevation(b_sky_node.sun_elevation());
+ sky->set_sun_rotation(b_sky_node.sun_rotation());
+ sky->set_altitude(1000.0f * b_sky_node.altitude());
+ sky->set_air_density(b_sky_node.air_density());
+ sky->set_dust_density(b_sky_node.dust_density());
+ sky->set_ozone_density(b_sky_node.ozone_density());
BL::TexMapping b_texture_mapping(b_sky_node.texture_mapping());
- get_tex_mapping(&sky->tex_mapping, b_texture_mapping);
+ get_tex_mapping(sky, b_texture_mapping);
node = sky;
}
else if (b_node.is_a(&RNA_ShaderNodeTexIES)) {
@@ -832,13 +850,14 @@ static ShaderNode *add_node(Scene *scene,
IESLightNode *ies = graph->create_node<IESLightNode>();
switch (b_ies_node.mode()) {
case BL::ShaderNodeTexIES::mode_EXTERNAL:
- ies->filename = blender_absolute_path(b_data, b_ntree, b_ies_node.filepath());
+ ies->set_filename(ustring(blender_absolute_path(b_data, b_ntree, b_ies_node.filepath())));
break;
case BL::ShaderNodeTexIES::mode_INTERNAL:
- ies->ies = get_text_datablock_content(b_ies_node.ies().ptr);
- if (ies->ies.empty()) {
- ies->ies = "\n";
+ ustring ies_content = ustring(get_text_datablock_content(b_ies_node.ies().ptr));
+ if (ies_content.empty()) {
+ ies_content = "\n";
}
+ ies->set_ies(ies_content);
break;
}
node = ies;
@@ -846,36 +865,36 @@ static ShaderNode *add_node(Scene *scene,
else if (b_node.is_a(&RNA_ShaderNodeTexWhiteNoise)) {
BL::ShaderNodeTexWhiteNoise b_tex_white_noise_node(b_node);
WhiteNoiseTextureNode *white_noise_node = graph->create_node<WhiteNoiseTextureNode>();
- white_noise_node->dimensions = b_tex_white_noise_node.noise_dimensions();
+ white_noise_node->set_dimensions(b_tex_white_noise_node.noise_dimensions());
node = white_noise_node;
}
else if (b_node.is_a(&RNA_ShaderNodeNormalMap)) {
BL::ShaderNodeNormalMap b_normal_map_node(b_node);
NormalMapNode *nmap = graph->create_node<NormalMapNode>();
- nmap->space = (NodeNormalMapSpace)b_normal_map_node.space();
- nmap->attribute = b_normal_map_node.uv_map();
+ nmap->set_space((NodeNormalMapSpace)b_normal_map_node.space());
+ nmap->set_attribute(ustring(b_normal_map_node.uv_map()));
node = nmap;
}
else if (b_node.is_a(&RNA_ShaderNodeTangent)) {
BL::ShaderNodeTangent b_tangent_node(b_node);
TangentNode *tangent = graph->create_node<TangentNode>();
- tangent->direction_type = (NodeTangentDirectionType)b_tangent_node.direction_type();
- tangent->axis = (NodeTangentAxis)b_tangent_node.axis();
- tangent->attribute = b_tangent_node.uv_map();
+ tangent->set_direction_type((NodeTangentDirectionType)b_tangent_node.direction_type());
+ tangent->set_axis((NodeTangentAxis)b_tangent_node.axis());
+ tangent->set_attribute(ustring(b_tangent_node.uv_map()));
node = tangent;
}
else if (b_node.is_a(&RNA_ShaderNodeUVMap)) {
BL::ShaderNodeUVMap b_uvmap_node(b_node);
UVMapNode *uvm = graph->create_node<UVMapNode>();
- uvm->attribute = b_uvmap_node.uv_map();
- uvm->from_dupli = b_uvmap_node.from_instancer();
+ uvm->set_attribute(ustring(b_uvmap_node.uv_map()));
+ uvm->set_from_dupli(b_uvmap_node.from_instancer());
node = uvm;
}
else if (b_node.is_a(&RNA_ShaderNodeTexPointDensity)) {
BL::ShaderNodeTexPointDensity b_point_density_node(b_node);
PointDensityTextureNode *point_density = graph->create_node<PointDensityTextureNode>();
- point_density->space = (NodeTexVoxelSpace)b_point_density_node.space();
- point_density->interpolation = get_image_interpolation(b_point_density_node);
+ point_density->set_space((NodeTexVoxelSpace)b_point_density_node.space());
+ point_density->set_interpolation(get_image_interpolation(b_point_density_node));
point_density->handle = scene->image_manager->add_image(
new BlenderPointDensityLoader(b_depsgraph, b_point_density_node),
point_density->image_params());
@@ -892,33 +911,33 @@ static ShaderNode *add_node(Scene *scene,
if (b_ob) {
float3 loc, size;
point_density_texture_space(b_depsgraph, b_point_density_node, loc, size);
- point_density->tfm = transform_translate(-loc) * transform_scale(size) *
- transform_inverse(get_transform(b_ob.matrix_world()));
+ point_density->set_tfm(transform_translate(-loc) * transform_scale(size) *
+ transform_inverse(get_transform(b_ob.matrix_world())));
}
}
else if (b_node.is_a(&RNA_ShaderNodeBevel)) {
BL::ShaderNodeBevel b_bevel_node(b_node);
BevelNode *bevel = graph->create_node<BevelNode>();
- bevel->samples = b_bevel_node.samples();
+ bevel->set_samples(b_bevel_node.samples());
node = bevel;
}
else if (b_node.is_a(&RNA_ShaderNodeDisplacement)) {
BL::ShaderNodeDisplacement b_disp_node(b_node);
DisplacementNode *disp = graph->create_node<DisplacementNode>();
- disp->space = (NodeNormalMapSpace)b_disp_node.space();
+ disp->set_space((NodeNormalMapSpace)b_disp_node.space());
node = disp;
}
else if (b_node.is_a(&RNA_ShaderNodeVectorDisplacement)) {
BL::ShaderNodeVectorDisplacement b_disp_node(b_node);
VectorDisplacementNode *disp = graph->create_node<VectorDisplacementNode>();
- disp->space = (NodeNormalMapSpace)b_disp_node.space();
- disp->attribute = "";
+ disp->set_space((NodeNormalMapSpace)b_disp_node.space());
+ disp->set_attribute(ustring(""));
node = disp;
}
else if (b_node.is_a(&RNA_ShaderNodeOutputAOV)) {
BL::ShaderNodeOutputAOV b_aov_node(b_node);
OutputAOVNode *aov = graph->create_node<OutputAOVNode>();
- aov->name = b_aov_node.name();
+ aov->set_name(ustring(b_aov_node.name()));
node = aov;
}
@@ -1245,7 +1264,7 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
ShaderGraph *graph = new ShaderGraph();
shader->name = b_mat.name().c_str();
- shader->pass_id = b_mat.pass_index();
+ shader->set_pass_id(b_mat.pass_index());
/* create nodes */
if (b_mat.use_nodes() && b_mat.node_tree()) {
@@ -1255,7 +1274,7 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
}
else {
DiffuseBsdfNode *diffuse = graph->create_node<DiffuseBsdfNode>();
- diffuse->color = get_float3(b_mat.diffuse_color());
+ diffuse->set_color(get_float3(b_mat.diffuse_color()));
graph->add(diffuse);
ShaderNode *out = graph->output();
@@ -1264,13 +1283,13 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
/* settings */
PointerRNA cmat = RNA_pointer_get(&b_mat.ptr, "cycles");
- shader->use_mis = get_boolean(cmat, "sample_as_light");
- shader->use_transparent_shadow = get_boolean(cmat, "use_transparent_shadow");
- shader->heterogeneous_volume = !get_boolean(cmat, "homogeneous_volume");
- shader->volume_sampling_method = get_volume_sampling(cmat);
- shader->volume_interpolation_method = get_volume_interpolation(cmat);
- shader->volume_step_rate = get_float(cmat, "volume_step_rate");
- shader->displacement_method = get_displacement_method(cmat);
+ shader->set_use_mis(get_boolean(cmat, "sample_as_light"));
+ shader->set_use_transparent_shadow(get_boolean(cmat, "use_transparent_shadow"));
+ shader->set_heterogeneous_volume(!get_boolean(cmat, "homogeneous_volume"));
+ shader->set_volume_sampling_method(get_volume_sampling(cmat));
+ shader->set_volume_interpolation_method(get_volume_interpolation(cmat));
+ shader->set_volume_step_rate(get_float(cmat, "volume_step_rate"));
+ shader->set_displacement_method(get_displacement_method(cmat));
shader->set_graph(graph);
@@ -1311,7 +1330,6 @@ void BlenderSync::sync_materials(BL::Depsgraph &b_depsgraph, bool update_all)
void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d, bool update_all)
{
Background *background = scene->background;
- Background prevbackground = *background;
BL::World b_world = b_scene.world();
@@ -1331,14 +1349,14 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
/* volume */
PointerRNA cworld = RNA_pointer_get(&b_world.ptr, "cycles");
- shader->heterogeneous_volume = !get_boolean(cworld, "homogeneous_volume");
- shader->volume_sampling_method = get_volume_sampling(cworld);
- shader->volume_interpolation_method = get_volume_interpolation(cworld);
- shader->volume_step_rate = get_float(cworld, "volume_step_size");
+ shader->set_heterogeneous_volume(!get_boolean(cworld, "homogeneous_volume"));
+ shader->set_volume_sampling_method(get_volume_sampling(cworld));
+ shader->set_volume_interpolation_method(get_volume_interpolation(cworld));
+ shader->set_volume_step_rate(get_float(cworld, "volume_step_size"));
}
else if (new_viewport_parameters.use_scene_world && b_world) {
BackgroundNode *background = graph->create_node<BackgroundNode>();
- background->color = get_float3(b_world.color());
+ background->set_color(get_float3(b_world.color()));
graph->add(background);
ShaderNode *out = graph->output();
@@ -1360,29 +1378,32 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
graph->add(light_path);
MixNode *mix_scene_with_background = graph->create_node<MixNode>();
- mix_scene_with_background->color2 = world_color;
+ mix_scene_with_background->set_color2(world_color);
graph->add(mix_scene_with_background);
EnvironmentTextureNode *texture_environment = graph->create_node<EnvironmentTextureNode>();
- texture_environment->tex_mapping.type = TextureMapping::VECTOR;
- texture_environment->tex_mapping.rotation[2] = new_viewport_parameters.studiolight_rotate_z;
- texture_environment->filename = new_viewport_parameters.studiolight_path;
+ texture_environment->set_tex_mapping_type(TextureMapping::VECTOR);
+ float3 rotation_z = texture_environment->get_tex_mapping_rotation();
+ rotation_z[2] = new_viewport_parameters.studiolight_rotate_z;
+ texture_environment->set_tex_mapping_rotation(rotation_z);
+ texture_environment->set_filename(new_viewport_parameters.studiolight_path);
graph->add(texture_environment);
MixNode *mix_intensity = graph->create_node<MixNode>();
- mix_intensity->type = NODE_MIX_MUL;
- mix_intensity->fac = 1.0f;
- mix_intensity->color2 = make_float3(new_viewport_parameters.studiolight_intensity,
- new_viewport_parameters.studiolight_intensity,
- new_viewport_parameters.studiolight_intensity);
+ mix_intensity->set_mix_type(NODE_MIX_MUL);
+ mix_intensity->set_fac(1.0f);
+ mix_intensity->set_color2(make_float3(new_viewport_parameters.studiolight_intensity,
+ new_viewport_parameters.studiolight_intensity,
+ new_viewport_parameters.studiolight_intensity));
graph->add(mix_intensity);
TextureCoordinateNode *texture_coordinate = graph->create_node<TextureCoordinateNode>();
graph->add(texture_coordinate);
MixNode *mix_background_with_environment = graph->create_node<MixNode>();
- mix_background_with_environment->fac = new_viewport_parameters.studiolight_background_alpha;
- mix_background_with_environment->color1 = world_color;
+ mix_background_with_environment->set_fac(
+ new_viewport_parameters.studiolight_background_alpha);
+ mix_background_with_environment->set_color1(world_color);
graph->add(mix_background_with_environment);
ShaderNode *out = graph->output();
@@ -1404,9 +1425,9 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
/* AO */
BL::WorldLighting b_light = b_world.light_settings();
- background->use_ao = b_light.use_ambient_occlusion();
- background->ao_factor = b_light.ao_factor();
- background->ao_distance = b_light.distance();
+ background->set_use_ao(b_light.use_ambient_occlusion());
+ background->set_ao_factor(b_light.ao_factor());
+ background->set_ao_distance(b_light.distance());
/* visibility */
PointerRNA cvisibility = RNA_pointer_get(&b_world.ptr, "cycles_visibility");
@@ -1418,12 +1439,12 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
visibility |= get_boolean(cvisibility, "transmission") ? PATH_RAY_TRANSMIT : 0;
visibility |= get_boolean(cvisibility, "scatter") ? PATH_RAY_VOLUME_SCATTER : 0;
- background->visibility = visibility;
+ background->set_visibility(visibility);
}
else {
- background->use_ao = false;
- background->ao_factor = 0.0f;
- background->ao_distance = FLT_MAX;
+ background->set_use_ao(false);
+ background->set_ao_factor(0.0f);
+ background->set_ao_distance(FLT_MAX);
}
shader->set_graph(graph);
@@ -1432,22 +1453,23 @@ void BlenderSync::sync_world(BL::Depsgraph &b_depsgraph, BL::SpaceView3D &b_v3d,
}
PointerRNA cscene = RNA_pointer_get(&b_scene.ptr, "cycles");
- background->transparent = b_scene.render().film_transparent();
+ background->set_transparent(b_scene.render().film_transparent());
- if (background->transparent) {
- background->transparent_glass = get_boolean(cscene, "film_transparent_glass");
- background->transparent_roughness_threshold = get_float(cscene, "film_transparent_roughness");
+ if (background->get_transparent()) {
+ background->set_transparent_glass(get_boolean(cscene, "film_transparent_glass"));
+ background->set_transparent_roughness_threshold(
+ get_float(cscene, "film_transparent_roughness"));
}
else {
- background->transparent_glass = false;
- background->transparent_roughness_threshold = 0.0f;
+ background->set_transparent_glass(false);
+ background->set_transparent_roughness_threshold(0.0f);
}
- background->use_shader = view_layer.use_background_shader |
- viewport_parameters.custom_viewport_parameters();
- background->use_ao = background->use_ao && view_layer.use_background_ao;
+ background->set_use_shader(view_layer.use_background_shader |
+ viewport_parameters.custom_viewport_parameters());
+ background->set_use_ao(background->get_use_ao() && view_layer.use_background_ao);
- if (background->modified(prevbackground))
+ if (background->is_modified())
background->tag_update(scene);
}
@@ -1480,8 +1502,8 @@ void BlenderSync::sync_lights(BL::Depsgraph &b_depsgraph, bool update_all)
}
else {
EmissionNode *emission = graph->create_node<EmissionNode>();
- emission->color = make_float3(1.0f, 1.0f, 1.0f);
- emission->strength = 1.0f;
+ emission->set_color(make_float3(1.0f, 1.0f, 1.0f));
+ emission->set_strength(1.0f);
graph->add(emission);
ShaderNode *out = graph->output();